﻿using System;
using UnityEngine;

// Token: 0x0200057A RID: 1402
[Serializable]
public class EyeTypeState
{
	// Token: 0x040029DA RID: 10714
	[Range(-10f, 10f)]
	public float thresholdAngleDifference;

	// Token: 0x040029DB RID: 10715
	[Range(0f, 10f)]
	public float bendingMultiplier = 0.4f;

	// Token: 0x040029DC RID: 10716
	[Range(0f, 100f)]
	public float maxAngleDifference = 10f;

	// Token: 0x040029DD RID: 10717
	[Range(-100f, 0f)]
	public float upBendingAngle = -1f;

	// Token: 0x040029DE RID: 10718
	[Range(0f, 100f)]
	public float downBendingAngle = 6f;

	// Token: 0x040029DF RID: 10719
	[Range(-100f, 0f)]
	public float minBendingAngle = -6f;

	// Token: 0x040029E0 RID: 10720
	[Range(0f, 100f)]
	public float maxBendingAngle = 6f;

	// Token: 0x040029E1 RID: 10721
	[Range(0f, 100f)]
	public float leapSpeed = 2.5f;

	// Token: 0x040029E2 RID: 10722
	[Range(0f, 100f)]
	public float forntTagDis = 50f;

	// Token: 0x040029E3 RID: 10723
	[Range(0f, 100f)]
	public float nearDis = 2f;

	// Token: 0x040029E4 RID: 10724
	[Range(0f, 180f)]
	public float hAngleLimit = 110f;

	// Token: 0x040029E5 RID: 10725
	[Range(0f, 180f)]
	public float vAngleLimit = 80f;

	// Token: 0x040029E6 RID: 10726
	public global::EYE_LOOK_TYPE lookType = global::EYE_LOOK_TYPE.TARGET;
}
